// '' <summary> // '' Handles user input for the Deployment phase of the game. // '' </summary> // '' <remarks> // '' Involves selecting the ships, deloying ships, changing the direction // '' of the ships to add, randomising deployment, end then ending // '' deployment // '' </remarks> public static void HandleDeploymentInput() { if (SwinGame.KeyTyped(KeyCode.EscapeKey)) { AddNewState(GameState.ViewingGameMenu); } if ((SwinGame.KeyTyped(KeyCode.UpKey) || SwinGame.KeyTyped(KeyCode.DownKey))) { _currentDirection = Direction.UpDown; } if ((SwinGame.KeyTyped(KeyCode.LeftKey) || SwinGame.KeyTyped(KeyCode.RightKey))) { _currentDirection = Direction.LeftRight; } if (SwinGame.KeyTyped(KeyCode.RKey)) { HumanPlayer.RandomizeDeployment(); } if (SwinGame.MouseClicked(MouseButton.LeftButton)) { ShipName selected; selected = DeploymentController.GetShipMouseIsOver(); if ((selected != ShipName.None)) { _selectedShip = selected; } else { DeploymentController.DoDeployClick(); } if ((HumanPlayer.ReadyToDeploy && IsMouseInRectangle(PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))) { EndDeployment(); } else if (IsMouseInRectangle(UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT)) { _currentDirection = Direction.LeftRight; } else if (IsMouseInRectangle(LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT)) { _currentDirection = Direction.LeftRight; } else if (IsMouseInRectangle(RANDOM_BUTTON_LEFT, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT)) { HumanPlayer.RandomizeDeployment(); } } }
/// <summary> /// Draws the current state of the game to the screen. /// </summary> /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: { MenuController.DrawMainMenu(); break; } case GameState.ViewingGameMenu: { MenuController.DrawGameMenu(); break; } case GameState.AlteringSettings: { MenuController.DrawSettings(); break; } case GameState.Deploying: { DeploymentController.DrawDeployment(); break; } case GameState.Discovering: { DiscoveryController.DrawDiscovery(); break; } case GameState.EndingGame: { EndingGameController.DrawEndOfGame(); break; } case GameState.ViewingHighScores: { HighScoreController.DrawHighScores(); break; } } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(); }
/// <summary> /// Handles the user SwinGame. /// </summary> /// <remarks> /// Reads key and mouse input and converts these into /// actions for the game to perform. The actions /// performed depend upon the state of the game. /// </remarks> public static void HandleUserInput() { // Read incoming input events SwinGame.ProcessEvents(); switch (CurrentState) { case GameState.ViewingMainMenu: { MenuController.HandleMainMenuInput(); break; } case GameState.ViewingGameMenu: { MenuController.HandleGameMenuInput(); break; } case GameState.AlteringSettings: { MenuController.HandleSetupMenuInput(); break; } case GameState.Deploying: { DeploymentController.HandleDeploymentInput(); break; } case GameState.Discovering: { DiscoveryController.HandleDiscoveryInput(); break; } case GameState.EndingGame: { EndingGameController.HandleEndOfGameInput(); break; } case GameState.ViewingHighScores: { HighScoreController.HandleHighScoreInput(); break; } } UtilityFunctions.UpdateAnimations(); }
/// <summary> /// Draws the current state of the game to the screen. /// <remarks> /// What is drawn depends upon the state of the game. /// </remarks> /// </summary> public static void DrawScreen() { UtilityFunctions.DrawBackground(); switch (CurrentState) { case GameState.ViewingMainMenu: { MenuController.DrawMainMenu(); break; } case GameState.ViewingGameMenu: { MenuController.DrawGameMenu(); break; } case GameState.AlteringSettings: { MenuController.DrawSettings(); break; } case GameState.Rules: { MenuController.drawRules(); break; } case GameState.Controls: { MenuController.drawControls(); break; } case GameState.AlteringVolume: { if (_state.Skip(1).First() == GameState.ViewingGameMenu) { MenuController.DrawVolumeSettings(1); } else if (_state.Skip(1).First() == GameState.ViewingMainMenu) { MenuController.DrawVolumeSettings(0); } break; } case GameState.Deploying: { DeploymentController.DrawDeployment(); break; } case GameState.Discovering: { DiscoveryController.DrawDiscovery(); break; } case GameState.EndingGame: { EndingGameController.DrawEndOfGame(); break; } case GameState.ViewingHighScores: { HighScoreController.DrawHighScores(); break; } } UtilityFunctions.DrawAnimations(); SwinGame.RefreshScreen(60); }
/// <summary> /// Handles the user's input. /// <remarks> /// Reads key and mouse input and converts these into /// actions for the game to perform. The actions /// performed depend upon the state of the game. /// </remarks> /// </summary> public static void HandleUserInput() { // Read incoming input events. SwinGame.ProcessEvents(); if (SwinGame.KeyTyped(KeyCode.EqualsKey) || SwinGame.KeyTyped(KeyCode.PlusKey)) { UtilityFunctions.VolumeLevel += 0.1f; Audio.SetMusicVolume(UtilityFunctions.VolumeLevel); } else if (SwinGame.KeyTyped(KeyCode.UnderscoreKey) || SwinGame.KeyTyped(KeyCode.MinusKey)) { UtilityFunctions.VolumeLevel -= 0.1f; Audio.SetMusicVolume(UtilityFunctions.VolumeLevel); } // Switch through themes if (SwinGame.KeyTyped(KeyCode.TKey)) { GameResources.GameTheme++; if (!Enum.IsDefined(typeof(Theme), GameResources.GameTheme)) { GameResources.GameTheme = 0; } } switch (CurrentState) { case GameState.ViewingMainMenu: { MenuController.HandleMainMenuInput(); break; } case GameState.ViewingGameMenu: { MenuController.HandleGameMenuInput(); break; } case GameState.AlteringSettings: { MenuController.HandleSetupMenuInput(); break; } case GameState.Rules: { HighScoreController.HandleHighScoreInput(); break; } case GameState.Controls: { MenuController.HandleControlersMenu(); break; } case GameState.AlteringVolume: { if (_state.Skip(1).First() == GameState.ViewingGameMenu) { MenuController.HandleVolumeMenuInput(1); } else if (_state.Skip(1).First() == GameState.ViewingMainMenu) { MenuController.HandleVolumeMenuInput(0); } break; } case GameState.Deploying: { DeploymentController.HandleDeploymentInput(); break; } case GameState.Discovering: { DiscoveryController.HandleDiscoveryInput(); break; } case GameState.EndingGame: { EndingGameController.HandleEndOfGameInput(); break; } case GameState.ViewingHighScores: { HighScoreController.HandleHighScoreInput(); break; } } UtilityFunctions.UpdateAnimations(); }